Base Class: Ranger
Trophy Hunters are relentless trackers who seek out the most dangerous creatures and warriors they can find. Rather than simply killing their prey, they study it, exploit its weaknesses, and claim a piece of the hunt as a trophy. They are Rangers who dedicate themselves to tracking, studying, and defeating the most dangerous creatures and warriors they can find. They thrive in the wilderness, using their instincts and knowledge of their prey to pursue targets that other hunters would consider impossible to kill. Every successful hunt becomes a lesson, with the Hunter taking trophies from worthy foes as symbols of their victories. Trophy Hunters can serve as scouts, trackers, monster hunters, and deadly single-target specialists within an adventuring party. Whether hunting a legendary beast, a powerful warrior, or a supernatural monster, a Trophy Hunter is always searching for their next worthy challenge.
Level 3: Mark of the Hunt
At 3rd level you are able to mark your prey for pursuit and death
While hunting your Marked Prey:
- You have advantage on Wisdom (Survival) checks to track it.
- You have advantage on Wisdom (Perception) checks made to locate it.
- You cannot be surprised by your Marked Prey while you are conscious.
- Once per turn when you hit your Marked Prey with a weapon attack, you deal an extra 1d6 damage.
This damage increases as you level:
3rd: 1d6
7th: 2d6
11th: 4d6
15th: 8d6
You can use Mark of the Hunt a number of times equal to your Wisdom modifier per long rest.
Level 3: Hunter's Trophy
At third level you are able to take a piece of your prey to use for yourself during your adventures
The trophy could be:
- A tooth
- Claw
- Horn
- Scale
- Piece of armor
- Weapon
- Eye
- Feather
- Piece of hide
- Other distinctive body part
The trophy lasts indefinitely. You can carry a number of trophies equal to your proficiency bonus.
Trophy Benefits:
During a long rest, you can prepare one trophy you possess.
While carrying that prepared trophy, you gain a benefit based on the creature you took it from.
The DM determines the benefit, but examples include
- Dragon Scale: You gain resistance to the damage type associated with the dragon's breath weapon.
- Giants Tooth: You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
- Dire Wolf Fang: You gain advantage on Wisdom (Perception) checks that rely on smell.
- Troll Claw: Once per long rest, when you would be reduced to 0 hit points, you can instead drop to 1 hit point.
- Vampire Fang: You gain darkvision out to 60 feet. If you already have darkvision, its range increases by 30 feet.
- Fiend Horn: You gain advantage on savings throws against being frightened
- Aberration Eye: You gain advantage on saving throws against being charmed
Allowing the hunter to use every monster as a piece of their armory
Level 7: Predator's Adaptation
Whenever you finish a long rest, choose one prepared trophy. Until your next long rest, you gain an additional ability based on that trophy.Alternatively, when you are fighting the creature whose trophy you possess, you gain the following:
Studied Prey.
When your Marked Prey deals damage to you, you can use your reaction to gain resistance to that damage type until the beginning of your next turn. You can use this reaction a number of times equal to your Wisdom modifier per long rest.
Level 11: Relentless Pursuit
While a creature is your Marked Prey:
Predator's Step
You ignore difficult terrain.
You also gain a climbing speed equal to your walking speed.
No Escape
Your Marked Prey cannot gain advantage against you simply because you cannot see it.
Additionally, if your Marked Prey becomes invisible, you can still determine its approximate location if it is within 30 feet of you
Blood in the Water
Whenever your Marked Prey is reduced to half its hit points or fewer, you gain advantage on your next attack roll against it. Once this advantage is used, it cannot occur again until the creature regains hit points above half its maximum.
Level 15: Apex Hunter
When you mark a creature, you can declare it your Apex Prey. For the next hour, you gain the following benefits against that creature:
Unseen Hunter.
You have advantage on Dexterity (Stealth) checks made against your Apex Prey.
Predator's Reflex's.
You can take one additional reaction each round, as long as you have marked an Apex Prey
Exploit Weakness.
The first time you hit your Apex Prey each turn, you can choose one of the following:
- Break the Armor: The creature has disadvantage on its next saving throw before the end of your next turn.
- Hamstring: Its movement speed is reduced by 15 feet until the start of your next turn.
- Disarm: The creature must succeed on a Strength saving throw against your Ranger spell save DC or drop one object it is holding.
- Expose: The next attack made against the creature before the beginning of your next turn has advantage.
The Final Trophy.
If you personally kill your Apex Prey, you can take a Legendary Trophy from it. A Legendary Trophy can provide an especially powerful permanent ability, determined by the DM.
For Example.
Dragon Heart: Once per long rest, as an action, you can unleash a 30-foot cone of the dragon's associated damage type. Creatures in the area make a Dexterity saving throw against your Ranger spell save DC, taking 8d6 damage on a failure, or half as much on a success.
Previous Versions
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